set g_balance_vore_swallow_stealprey 0.7 "probability of stealing someone's prey when eating them (when true their prey joins your stomach rather than popping out). 0 = never, 1 = always"\r
set g_balance_vore_swallow_dropweapon 0.6 "probability of dropping your weapon when swallowed. 0 = never and 1 = always, does not apply to team mates"\r
set g_balance_vore_swallow_predator_punchangle 12 "your view gets tilted by this amount when swallowing someone"\r
-set g_balance_vore_swallow_prey_punchvector 50 "your view gets lifted by this amount when getting swallowed"\r
+set g_balance_vore_swallow_prey_punchvector 25 "your view gets lifted by this amount when getting swallowed"\r
set g_balance_vore_regurgitate_damage 10 "predators take this amount of damage whenever regurgitating someone (influenced by player scale difference)"\r
set g_balance_vore_regurgitate_swallowprogress 0.5 "regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable (if slow swallowing is enabled)"\r
set g_balance_vore_regurgitate_force 600 "regurgitated players rocket out at this speed, in the direction the predator is facing"\r
set g_balance_vore_regurgitate_predatorforce 450 "players are pushed back by this amount when regurgitating someone, opposite of the direction they are facing"\r
set g_balance_vore_regurgitate_delay 0.5 "regurgitation delay"\r
set g_balance_vore_regurgitate_predator_punchangle 12 "your view gets tilted by this amount when regurgitating someone"\r
-set g_balance_vore_regurgitate_prey_punchvector 35 "your view gets lowered by this amount when getting regurgitated"\r
+set g_balance_vore_regurgitate_prey_punchvector 50 "your view gets lowered by this amount when getting regurgitated"\r
set g_balance_vore_digestion_damage 4 "amount of damage applied to victims during digestion"\r
set g_balance_vore_digestion_damage_death 2 "amplify digestion damage by this amount when the prey is dead"\r
set g_balance_vore_digestion_limit -100 "prey can be digested down to this amount of health"\r
seta hud_damage_pain_threshold_pulsating_min 0.6 "minimum value when calculating the pulse: max(pulsating_min, fabs(sin(PI * time / period))"\r
seta hud_damage_pain_threshold_pulsating_period 0.8 "one pulse every X seconds"\r
\r
-seta hud_cartoon 0 "cartoon effect, reverses when you own a powerup"\r
-seta hud_cartoon_tolerance 0.1 "where to apply the cartoon effect between bright and dark areas"\r
+seta hud_cartoon 0 "cartoon effect, reverses when you own a powerup, default is 1.5"\r
+seta hud_cartoon_tolerance 0.15 "where to apply the cartoon effect between bright and dark areas"\r
\r
seta hud_saturation 0 "saturation changes based on the amount of armor you have"\r
\r
r_bloom 1\r
r_coronas 1\r
hud_postprocessing_maxbluralpha 0.5\r
-hud_cartoon 1\r
+hud_cartoon 1.5\r
hud_saturation 0\r
r_depthfirst 2\r
r_drawdecals_drawdistance 500\r
r_bloom 1\r
r_coronas 1\r
hud_postprocessing_maxbluralpha 0.5\r
-hud_cartoon 1\r
+hud_cartoon 1.5\r
hud_saturation 1\r
r_depthfirst 2\r
r_drawdecals_drawdistance 500\r
r_bloom 1\r
r_coronas 1\r
hud_postprocessing_maxbluralpha 0.5\r
-hud_cartoon 1\r
+hud_cartoon 1.5\r
hud_saturation 1\r
r_depthfirst 2\r
r_drawdecals_drawdistance 500\r
e.savedValue = 0.5; // default\r
me.TD(me, 1, 2, s);\r
me.TR(me);\r
- me.TD(me, 1, 1, e = makeVoretCheckBoxEx(1, 0, "hud_cartoon", "Cartoon lines"));\r
+ me.TD(me, 1, 1, e = makeVoretCheckBoxEx(1.5, 0, "hud_cartoon", "Cartoon lines"));\r
me.TD(me, 1, 1, e = makeVoretCheckBoxEx(0.5, 0, "hud_postprocessing_maxbluralpha", "Damage & Water blur"));\r
me.TD(me, 1, 1, e = makeVoretCheckBox(0, "hud_saturation", "Armor saturation"));\r
\r
vector PL_CROUCH_VIEW_OFS = '0 0 15';\r
vector PL_CROUCH_MIN = '-16 -16 -24';\r
vector PL_CROUCH_MAX = '16 16 25';\r
-vector PL_PREY_VIEW_OFS = '0 0 10';\r
+vector PL_PREY_VIEW_OFS = '0 0 15';\r
\r
// Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just\r
// did this so at least they worked\r